remove_event_dispatcher
Completely remove an event dispatcher from a Blueprint by deleting both its variable and signature graph, avoiding stranded graphs. Idempotent: returns removed:false when nothing exists.
Instructions
Remove an event dispatcher, dropping BOTH artifacts add_event_dispatcher created: the delegate member variable AND its signature graph (delete_bp_variable removes only the variable and strands the graph, which is why this exists). Idempotent -- when neither artifact is present it returns removed:false instead of erroring. Broadcast/bind nodes that referenced it are left broken: compile_blueprint + get_compile_errors after.
Returns: { blueprint_name, dispatcher_name, removed } -- removed:false means nothing was there (no-op), not a failure.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk. | |
| blueprint_name | No | Blueprint asset name or path | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| dispatcher_name | Yes | Name of the event dispatcher to remove (must be one this Blueprint owns; inherited ones have no local artifacts) |